Tailor Archive
Thread: Let's Talk About: Tailoring Experimentation
Syzygy-Gorath wrote:
(For n'Jessi's sanity)
The newly added Wookiee armor component requires experimentation relying on reqource qualities. This is a change from how tailoring has worked for a while now, and how many of us are accustomed to tailoring.
- Are you in favor of tailoring experimentation?
No, I'm not.
- What benefits would/should tailoring experimentation provide?
Higher durability (assuming move from death-decay to usage-decay.) Possibility for higher number of sockets (although with how SEAs work there isn't much point—perhaps if SEAs stacked with one another and BE tissues, i.e. +1 Pistol Aiming SEA++5 Pistol Aiming SEA = +6 Pistol Aiming shirt with 2 less available sockets.) Possibility of higher-capacity packs (I seem to remember some dev nixing this, but I could be wrong.)
- What detriments would/could tailoring experimentation inflict?
Longer time-to-craft per item. More time spent resource hunting. Much more specialization required, making vendor stocking significantly more difficult.
As things stand we spend a large majority of our time on color scheming. If experimentation were to be adopted into tailoring I would expect to see far more armorsmith-style vendors than tailor-style vendors. I believe this would limit the wide selection of colors many tailors carry, and I am against such a shift.
I think that Experimentation is a great thing...however, in oder to reach a compromise here...
I think that experimentation should ONLY work on items that we can craft that are used in other crafter's schematics as ENHANCERS.
So, for example: (after all that other discussion) Wookie armour should have an 'optional' slot for a 'Kashyyk Padding Armour Segment'. It currently is required in the schem. By it being optional, and giving us the ability to experiment upon it...tis would give us a viable, and desired item for others to put in armour, just as BE tissues are used in our fabric.
Even still, if the Segments remain 'required' instead of optional...this can still be good for us, IF we have experimentation upon that item...therefore it will NOT be just another 'trim' to give to chefs, or synth cloth to give to AS's...this will be an item that requires some actual use, and thus still be desired by the AS's to make the 'best' Armour.
Message Edited by Nuke490 on 03-25-2004 04:08 PM
- Are you in favor of tailoring experimentation?
yes
- What benefits would/should tailoring experimentation provide?
Extended durability. Maybe amount of glitter or sheen, sockets, increased backpack size, things like that. Not colors.
Ultimately the chance (if so desired) to create a more superior product. The removal of (albeit non-functional) experimentationwas vehemently opposed by this community. As artisans we should be able to put more effort into something to an effect. All non-BE clothing is the same, no matter who made it.
- What detriments would/could tailoring experimentation inflict?
kegboy wrote:
This is copied from the wookie experimentation thread...
Eeer... am I the only one who DOESN'T want want to see an introduction of experimentation into the tailor profession? I'm up to my eyes in work normally as it is and experimentation will just hold me up more when working on customers orders at starports.
I can se a lot of benefits too, but speaking as a very busy tailor I REALLY don't like shifting all my harvs around every time a resource shifts just to keep up with good resources (this would be horrific if experimentation on synth cloths gave a big bonus to armour made with it, I'd have every armoursmith I deal with (a LOT) screaming for the best quality fibreplast and inert). I'm busy enough without surveying myself/hiring a surveyor to look for resources.
Kego Boya
Master Tailor
Master Artisan
Master Scout (soon to be Weaponsmith)
Rori Corbantis
Don't forget that any experimentation on clothing will never be as crucial or demanded as with other professions. Clothing will still be principally about the look.
MayRee wrote:
xperimentation could be on the following
Quality of clothing how good the clothes are initially, it may not be 1000/1000 everytime
Durability of clothing - how much the clothing decays each time you wear it....
Number of Sockets available
Clothing would actually decay and diaappear at 0/1000.
I think this would make Tailoring a challenge. Personally I was sad to see that they removed experimentation from Tailoring. I was hoping that they would fix it. I think this is the part that makes our profession a game. Plus it would allow for variance in clothing.
(For n'Jessi's sanity)
- Are you in favor of tailoring experimentation?
100% For It.
- What benefits would/should tailoring experimentation provide?
ONLY optional items/benefits, example would be perhaps glitter (if its introduced), expaned color pallets (for the things with the leather only colors), SynthCloth and Trim could offer resistances against elemental effects. I really don't know where we would use much experimentation but we should have
Poeple getting upset that they fell like they HAVE to use the experimentation or feeling they are worthless without it. That extra 5 minutes it takes to experiment may seem like too much time for some.
- What detriments would/could tailoring experimentation inflict?
I'm against experimentation for experimentation's sake, and it's more than a little tough to think of good *and* implementable things to experiment on. Though one that might be good is experimenting on BE clothing, where a good result would increase the tissue's effectiveness. Possibly, you might revamp the tissues themselves a bit, downgrading their "base" stats as a result of this. Basically, spreading the experimentation on BE clothes across professions. And maybe to get adventurous, you could add in a chance of some "critical success" in experimentation giving a bonus to an unrelated skill, or something like that.
A follow up:
Supposing hypothetically we were to want 1) use-based decay and 2) experimentation for durability (& sockets??) - what would happen to existing clothing? Would it be pre-nerf? I, for one, would want clothing that you could experiment on to bebetter than existing clothing (so as not to dry up the market for newly-crafted goods). Perhaps if 1000 were the base value, and we could experiment up from there?
Just something to think about.